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		<title>three.js webgl - materials - displacement map</title>
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		<div id="info">
			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - (normal + ao + displacement + environment) map demo.<br />
			ninja head from <a href="https://gpuopen.com/archive/gamescgi/amd-gpu-meshmapper/" target="_blank" rel="noopener">AMD GPU MeshMapper</a>
		</div>

		<script type="importmap">
			{
				"imports": {
					"three": "../build/three.module.js",
					"three/addons/": "./jsm/"
				}
			}
		</script>

		<script type="module">

			import * as THREE from 'three';

			import Stats from 'three/addons/libs/stats.module.js';

			import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
			import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
			import { OBJLoader } from 'three/addons/loaders/OBJLoader.js';

			let stats;
			let camera, scene, renderer, controls;

			const settings = {
				metalness: 1.0,
				roughness: 0.4,
				ambientIntensity: 0.2,
				aoMapIntensity: 1.0,
				envMapIntensity: 1.0,
				displacementScale: 2.436143, // from original model
				normalScale: 1.0
			};

			let mesh, material;

			let pointLight, ambientLight;

			const height = 500; // of camera frustum

			let r = 0.0;

			init();
			initGui();

			// Init gui
			function initGui() {

				const gui = new GUI();
				//let gui = gui.addFolder( "Material" );
				gui.add( settings, 'metalness' ).min( 0 ).max( 1 ).onChange( function ( value ) {

					material.metalness = value;

				} );

				gui.add( settings, 'roughness' ).min( 0 ).max( 1 ).onChange( function ( value ) {

					material.roughness = value;

				} );

				gui.add( settings, 'aoMapIntensity' ).min( 0 ).max( 1 ).onChange( function ( value ) {

					material.aoMapIntensity = value;

				} );

				gui.add( settings, 'ambientIntensity' ).min( 0 ).max( 1 ).onChange( function ( value ) {

					ambientLight.intensity = value;

				} );

				gui.add( settings, 'envMapIntensity' ).min( 0 ).max( 3 ).onChange( function ( value ) {

					material.envMapIntensity = value;

				} );

				gui.add( settings, 'displacementScale' ).min( 0 ).max( 3.0 ).onChange( function ( value ) {

					material.displacementScale = value;

				} );

				gui.add( settings, 'normalScale' ).min( - 1 ).max( 1 ).onChange( function ( value ) {

					material.normalScale.set( 1, - 1 ).multiplyScalar( value );

				} );

			}

			function init() {

				const container = document.createElement( 'div' );
				document.body.appendChild( container );

				renderer = new THREE.WebGLRenderer();
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.setAnimationLoop( animate );
				container.appendChild( renderer.domElement );

				//

				scene = new THREE.Scene();

				const aspect = window.innerWidth / window.innerHeight;
				camera = new THREE.OrthographicCamera( - height * aspect, height * aspect, height, - height, 1, 10000 );
				camera.position.z = 1500;
				scene.add( camera );

				controls = new OrbitControls( camera, renderer.domElement );
				controls.enableZoom = false;
				controls.enableDamping = true;

				// lights

				ambientLight = new THREE.AmbientLight( 0xffffff, settings.ambientIntensity );
				scene.add( ambientLight );

				pointLight = new THREE.PointLight( 0xff0000, 1.5, 0, 0 );
				pointLight.position.z = 2500;
				scene.add( pointLight );

				const pointLight2 = new THREE.PointLight( 0xff6666, 3, 0, 0 );
				camera.add( pointLight2 );

				const pointLight3 = new THREE.PointLight( 0x0000ff, 1.5, 0, 0 );
				pointLight3.position.x = - 1000;
				pointLight3.position.z = 1000;
				scene.add( pointLight3 );

				// env map

				const path = 'textures/cube/SwedishRoyalCastle/';
				const format = '.jpg';
				const urls = [
					path + 'px' + format, path + 'nx' + format,
					path + 'py' + format, path + 'ny' + format,
					path + 'pz' + format, path + 'nz' + format
				];

				const reflectionCube = new THREE.CubeTextureLoader().load( urls );

				// textures

				const textureLoader = new THREE.TextureLoader();
				const normalMap = textureLoader.load( 'models/obj/ninja/normal.png' );
				const aoMap = textureLoader.load( 'models/obj/ninja/ao.jpg' );
				const displacementMap = textureLoader.load( 'models/obj/ninja/displacement.jpg' );

				// material

				material = new THREE.MeshStandardMaterial( {

					color: 0xc1c1c1,
					roughness: settings.roughness,
					metalness: settings.metalness,

					normalMap: normalMap,
					normalScale: new THREE.Vector2( 1, - 1 ), // why does the normal map require negation in this case?

					aoMap: aoMap,
					aoMapIntensity: 1,

					displacementMap: displacementMap,
					displacementScale: settings.displacementScale,
					displacementBias: - 0.428408, // from original model

					envMap: reflectionCube,
					envMapIntensity: settings.envMapIntensity,

					side: THREE.DoubleSide

				} );

				//

				const loader = new OBJLoader();
				loader.load( 'models/obj/ninja/ninjaHead_Low.obj', function ( group ) {

					const geometry = group.children[ 0 ].geometry;
					geometry.center();

					mesh = new THREE.Mesh( geometry, material );
					mesh.scale.multiplyScalar( 25 );
					scene.add( mesh );

				} );

				//

				stats = new Stats();
				container.appendChild( stats.dom );

				//

				window.addEventListener( 'resize', onWindowResize );

			}

			function onWindowResize() {

				const aspect = window.innerWidth / window.innerHeight;

				camera.left = - height * aspect;
				camera.right = height * aspect;
				camera.top = height;
				camera.bottom = - height;

				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			//

			function animate() {

				controls.update();

				stats.begin();
				render();
				stats.end();

			}

			function render() {

				pointLight.position.x = 2500 * Math.cos( r );
				pointLight.position.z = 2500 * Math.sin( r );

				r += 0.01;

				renderer.render( scene, camera );

			}

		</script>

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